Dragon Ball Z: Burst Limit - hands-on

If you want to go even deeper, you can add dodges and the Mega Crush to your defenses. Holding the block button will stop normal attacks, but every character has a block-breaker, so you can’t just turtle up. By tapping the block button at the moments an opponent hits you, you’ll instead do little kung-fu dodges, allowing a faster recover for a counterattack (and will avoid block-breakers). Tapping block at the right time will cause projectiles to bounce off you harmlessly, and if you do perfect timing, fireballs will even fly back in your opponent’s face!

We’re not sure how deep Burst Limit will eventually turn out to be. The layers are certainly in place, but whether they hold up or end up being whittled down to a few overpowered methods won’t be clear until players get to dirty their feet with it. Another unclear aspect for us is the much-touted Drama Piece system, whereby players select a partner and specific Drama move before a fight. These moves are then automatically activated when an opponent gets you in a tight spot. Your partner then jumps in and saves your ass. We haven’t seen enough of these to tell whether any strategy will develop from them, or whether they’ll become an annoyance that interrupts the flow of combat by cutting away to a cutscene.

Dragon Ball Z: Burst Limit looks fantastic, plays smoothly and at a furious pace, and lays down the groundwork for a potentially simple-yet-deep fighting system. We’ll see in June if it satisfies DBZ fans and/or fighting game fans.

May 1, 2008

My new approach to play all games on Hard mode straight off the bat has proven satisfying. Sure there is some frustration, but I've decided it's the lesser of two evils when weighed against the boredom of easiness that Normal difficulty has become in the era of casual gaming.